I don't have much time. Ask your specific questions and I'll try to answer them.
As always it's required that you get some basic understanding of 3D formats (see/read links in my sig).
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- Wed Feb 12, 2020 8:54 am
- Forum: 3D/2D models
- Topic: [HELP] Mod model game Xin Jian 2
- Replies: 11
- Views: 2629
- Tue Feb 11, 2020 9:12 pm
- Forum: 3D/2D models
- Topic: [HELP] Mod model game Xin Jian 2
- Replies: 11
- Views: 2629
Re: [HELP] Mod model game Xin Jian 2
I have exported some file is: .mesh .mtl and .tga I have tried google to find out about KSword3D Don't speak in riddles. How did you export them? This is the contents of 143.mesh, afaics (normals usually build a sphere, so dunno): . 143-mesh.png (btw: there's one or two QNANs (not a number) when co...
- Tue Feb 11, 2020 3:55 pm
- Forum: Game Archive
- Topic: Motorstorm Pacific Rift .rpk files
- Replies: 22
- Views: 5043
Re: Motorstorm Pacific Rift .rpk files
Is this some known structure (from track_garage.rpk) or is it just random points?
(With auto generated face indices it looks too regular to be random, doesn't it?)
.
(With auto generated face indices it looks too regular to be random, doesn't it?)
.
- Tue Feb 11, 2020 10:45 am
- Forum: Compressed files and methods
- Topic: Barnyard PC - TRB & TMD
- Replies: 4
- Views: 2184
Re: Barnyard PC - TRB & TMD
After using a Da Blob QuickBMS-script on it, I got a TMD-file, and I cannot find a converter of any sort. Has anyone cracked this file or know how to decompile them? I know you have already discussed De Blob here, which uses the same file formats, but I believe it uses a newer version, as the progr...
- Fri Feb 07, 2020 2:56 am
- Forum: 3D/2D models
- Topic: BURNOUT PS2 Takedown/Revenge .BGV
- Replies: 18
- Views: 3140
Re: BURNOUT PS2 Takedown/Revenge .BGV
who one that's tells to me to use Offzip when it's no necessary? You shouldn't judge about things you don't know about. Period. Using offzip on Car1A.bgv works, as simple as that . It creates a 00000002.dat with a size of 6.232.032 bytes. From that you'd get a mesh using hex2obj as I wrote (again t...
- Thu Feb 06, 2020 4:46 pm
- Forum: 3D/2D models
- Topic: BURNOUT PS2 Takedown/Revenge .BGV
- Replies: 18
- Views: 3140
Re: BURNOUT PS2 Takedown/Revenge .BGV
Strange, shakotay2 and another one has confused me a lot, instead (try to read this topic that I star here: https://forum.xentax.com/viewtopic.php?f=16&t=21595 ). well, thanks for that. :oops: Don't expect any help from me in the future... (I showed you a simple way to get meshes from the *.BGV...
- Thu Jan 30, 2020 9:31 am
- Forum: 3D/2D models
- Topic: Runes of Magic ROS Format
- Replies: 26
- Views: 9893
Re: Runes of Magic ROS Format
Is the max face index for each and every single model in this game different? I didn't check but usually: "yes". It's the same as with the vertex count. Max face index count is identical with the vertex count. At least for the first submesh. (Relative face indices, if any, are another sto...
- Thu Jan 30, 2020 9:20 am
- Forum: 3D/2D models
- Topic: Runes of Magic ROS Format
- Replies: 26
- Views: 9893
Re: Runes of Magic ROS Format
I tried using the same values and you did, @shakotay2, but MeshExtractor refuses to work with me... What does that mean exactly? (Error message? Screenshoot?) The parameters shown are for elf_female_torso_m121_g.ros only. (Other .ros files will require other params because they usually have differe...
- Tue Jan 28, 2020 11:00 pm
- Forum: Graphic file formats
- Topic: SpongeBob Truth or Square PSP .MSH file
- Replies: 1
- Views: 1120
Re: SpongeBob Truth or Square PSP .MSH file
(Is this a matter of "Graphic file formats"?)
Anyways there's many face indices and some structures but I don't have the time/interest for fiddeling:
(using hex2obj, view link in my sig)
.
Anyways there's many face indices and some structures but I don't have the time/interest for fiddeling:
(using hex2obj, view link in my sig)
.
- Sun Jan 26, 2020 4:10 pm
- Forum: 3D/2D models
- Topic: [Help] About making a quickbms script converting obj to wkm or plugins.
- Replies: 6
- Views: 994
Re: [Help] About making a quickbms script converting obj to wkm or plugins.
If so, should I use the wkm import/export 3D model software plugins? [...], I'll convert obj to wkm using 3DS MAX plugin. However, I have not known how to make 3DS MAX plugin. You need to be a coder to write a dll plugin or a maxscript. In fact, I couldn't analyse wkm format completely. Too sad... ...
- Sun Jan 26, 2020 8:58 am
- Forum: 3D/2D models
- Topic: [Help] About making a quickbms script converting obj to wkm or plugins.
- Replies: 6
- Views: 994
Re: [Help] About making a quickbms script converting obj to wkm or plugins.
Does your mention means I need a search for thread? In fact, I don't know what the search word is. No. The mention just should illustrate that chances are low for an obj_2_whateverformat converter. As I wrote you need to analyse the wkm format. Completely . That is you need to understand the purpos...
- Sat Jan 25, 2020 6:44 pm
- Forum: 3D/2D models
- Topic: [Help] About making a quickbms script converting obj to wkm or plugins.
- Replies: 6
- Views: 994
Re: [Help] About making a quickbms script converting obj to wkm or plugins.
Now I can convert wkm file of Romance of the Three Kingdoms 11 to obj file. How exactly? (I tried hex2obj , view link in my sig): 0000037b-wkm.png But I cannot do it vice-versa. It's very hard - you need a complete format analysis for such. (Search for threads where an obj to any_3D_format conversi...
- Wed Jan 22, 2020 2:59 pm
- Forum: 3D/2D models
- Topic: Backyard Wrestling - Level Ripping
- Replies: 21
- Views: 3291
Re: Backyard Wrestling - Level Ripping
yeah, I had a bug where about 25 objects didn't "follow the rules" which spoiled the whole thing - fixed and set them to absolute position 0.0 0.0 0.0 (+ rel pos) all.
. rotations (if any) not applied; chair need to be rotated by 90° for example (in one axis at least)
. rotations (if any) not applied; chair need to be rotated by 90° for example (in one axis at least)
- Tue Jan 21, 2020 11:04 pm
- Forum: 3D/2D models
- Topic: Backyard Wrestling - Level Ripping
- Replies: 21
- Views: 3291
Re: Backyard Wrestling - Level Ripping
This is what I got and it looks more "exploded" than correctly moved: . 96-mesh exploded.png (there's a certain chance that the offsets where assigned to the wrong objects) Because I don't have any clue about the "ordering rules" of for curSelObj in bpy.data.objects: (some odditi...
- Mon Jan 20, 2020 10:02 pm
- Forum: 3D/2D models
- Topic: Backyard Wrestling - Level Ripping
- Replies: 21
- Views: 3291
Re: Backyard Wrestling - Level Ripping
So you wanna use the same method for backyard wrestling? Would make sense to me - but it requires the above mentioned "suspects" to be the position data we need... The .mesh-file Exports 450 models though.....might the 212 mip-assets just be the bounding boxes? who knows? You need to anal...
